Thursday, March 29, 2012

Village Vanguard Total War Campaign 2012 Rules


The Village Vanguard Total War Campaign 2012
A Warmachine/ Hordes Campaign

League Start: 4/10/12
League End:   12/31/12, Or until one faction stands alone!
Price: Free!

The league runs through 2012, each week running from Sunday- Saturday.

Players may sign up for the league at any time.  Players may not change factions during the league.

All games must be played at Village Games.  Games can be played on any day.  After a game is completed both players must fill out and sign a Campaign Match Report and place this report in the Campaign box at the front of the store.

For a game to count it must be played against another person participating in the Campaign.  Both players must be using appropriate armies.

The Campaign Administrator will tally scores at least weekly.

Village Games has a limited amount of felt terrain available.  Some players may make personal terrain available to others.  It is encouraged that all players bring a few pieces of terrain.  A good table can be set up if both players provide a little.

Information and current standings can be found at: http://VVTotalWar2012.blogspot.com/

Below is the remainder of the League rules. 

Sign Up
When signing up for the league each player will select a faction.  They will use this faction for the duration of the league.  Mercenary and Minions players must choose a faction they will be fighting for.  This can be any faction, and Mercenaries and Minions will not be limited to using models that can normally be taken by that chosen faction.

Players may sign up in person with the League Administrator, or via email by contacting villagevanguardgamingclub@gmail.com.  When using email please include your first and last name and your chosen faction.  If playing Mercenaries or Minions also state what faction you will be playing for.

Overview
Over the course of the year, players compete for control of zones in the campaign map by playing games.  Victories result in factions controller greater portions of zones, allowing them to expand their empire and attack more enemies. 

Victory will only come to the faction that is able to capture all of the other faction’s capitals!

Prizes
The Village Vanguard Total War Campaign is a very casual campaign, focusing more on playing at the participant’s leisure than on hard core competition.  There is no rigorous game schedule and no fee, so there are no official prizes.  Depending on the participation, the Campaign Administrator and/ or other players may donate prizes.


The Map
The map of Immoren has been divided up into 36 territories.  Each territory begins the campaign 100% in control of one of nine Warmachine/ Hordes factions.  As the campaign wears on, control of these territories will change hands.  The map will be updated as frequently as the Campaign Administrator is able, but at a minimum of once per week. 

A current map will always be available at : http://villagevanguardtotalwar.blogspot.com/.  Players should only plan games based on the most recent edition of the map.  For example, If control of a territory has changed enough in a day to allow a new opposing territory to be attacked, the new territory cannot be attacked until the Campaign Administrator updates the map!

Factions will control a percent portion of the various territories as they play, win and lose games.  A faction is considered to “Hold” a territory if they have at least 25% of the territory.  In this way it is possible for multiple factions to Hold a territory at the same time. 

Playing Games
There are two ways games can be arranged: Challenges and Casually.

Challenges
In a Challenge, a player will announce on the Village Games forum the Attack Type, which of their faction’s territories they are attacking from, which territory they are attacking, and how many points they are attacking with.  A player may originate an attack from the same territory they wish to attack.  No player may issue more than one challenge per week.  No faction may be challenged more times per week than the number of players in the faction, without the express permission of a player of that faction who is willing to accept the additional challenge on behalf of their faction.

A Challenge may not be more than 35 points, and cannot be declared against a faction that has less than 2 players. 
All Challenges must be announced at least 5 days before the next Tuesday (A challenge must be issued by Thursday to be played on the following Tuesday).  As Tuesdays are the most common days for playing Warmachine, Challenges can only be played on those days.  A Challenge is also restricted by the Attack Type.

A Challenge can be withdrawn at any time before it is accepted.  If legitimate outside forces arise that prevent either the attacker or defender from playing a Challenge the player should notify his opponent and the Campaign Administrator immediately.  The Campaign Administrator reserves the right to impose a lesser penalty, or no penalty, depending on the situation.

A player from the challenged faction has until Monday at Midnight to accept the challenge.  If the challenge is accepted the game is played as normal.  Players should agree on a scenario to be played.  If none can agree than the game is played as a standard ‘Caster Kill.
If a challenge is not accepted, the attacker earns full points for the attack.  If a challenge is accepted and the person accepting the Challenge does not show up for the game, the attacker earns DOUBLE points for the attack.   If the Challenge is accepted and the Challenger does not show up for the game, then the challenged player automatically earns DOUBLE points, divided as they choose from the challenging faction's territories. 

Players that have had their Challenge accepted may not defend against another Challenge from another faction.

Casual Play
In Casual Play, players arrange games with each other just like they would on a normal day of gaming.  Players should agree to play each other, and decide who will be the attacker and who will be the defender.  The attacker will declare the Attack Type, which of their faction’s territories they are attacking from and which territory they are attacking.  The players should mutually decide on a points value and a scenario.  If a scenario cannot be decided, the game should be played as a standard ‘Caster Kill.
The only restriction on game size in Casual Play is what the players decide on, and the Attack type being played.

There are two game types that can be played:  Battles and Raids.

Battle
Battles must be played at at least 25 points.  There is no maximum point limit.  To run a battle the originating and target territories must be adjacent, and the attacker must Hold the originating territory. 

Raids
Raids can be played at point values of 0- 50 points.  The zones do not need to be adjacent to each other.  Capitols cannot be targeting for raids unless the defending faction has no other territories.  The attacker must hold only 5% of a territory to originate a Raid from it.

Scoring
Players gain and lose percentages of territories by playing campaign format games. The winner of a game takes a percentage in the attacked territory from the defender.  If the loser does not enough have enough percentage of the territory to cover the gain of the winner, the winner gets all of the loser’s percentage.  The amount lost depends on the Attack Type and scenario played.  If the scenario played is an official Privateer Press scenario that is NOT in the main rulebook (a Steamroller 2012 scenario, for example) the winner gains an additional 5%.

Battle
The winner gains a percentage equal to the lowest army point value used by either player, divided by 5 (rounded up).  If the winner is the defender and the attacker does not have enough percentage of the attacked territory to satisfy the amount awarded with the win, the defender takes the remainder from the attacker in the territory the attack originated from.  (E.g., if John attacks Sam from 22 into territory 23 points and a 50 point game is played, the winner will gain 10% from the loser.  John loses the game and only holds 3% in territory 23, so Sam takes John’s 3% in territory 23 and 7% in territory 22.)

Raid
The winner gains a percentage equal to the lowest army point value used by either player, divided by 10 (rounded up).  If the scenario played is an official Privateer Press scenario that is NOT in the main rulebook (a Steamroller 2012 scenario, for example) the winner gains an additional 5%.

Note that in almost all games both players will have the same point value.  If one player only fields 49 points in a 50 point game, for example, count it as 50 points for both players.

Tiebreakers
If a game ends in a tie than the player that destroyed the most points in enemy units is the winner.  If there is still a tie than the game is a draw and no territory changes take place.

Territory Decay
Each week a faction does not have any players, each territory that faction has any percent control of will lose 5% to an opposing faction.  The faction with the highest percentage in that territory will gain the loss due to decay.  If the territory has no other holding by opposing factions, the adjacent territory held by an opponent with the highest percentage will gain the percentage.

Factions with players that have not played a game in at least 4 weeks may be subject to decay, as determines by the Campaign Administrator.
If a territory does not have any adjacent territories with an opposing faction controlling any percentage the territory will not decay.  Capitols may never decay unless a penalty is imposed by the Campaign Administrator


Faction Elimination
A faction is eliminated from the game if they control 0% of their capitol.  The faction holding the majority percentage in that territory takes credit for conquering the faction. 
A faction that was eliminated has been conquered and will count as belonging to the faction that conquered them.  This only applies to setting up campaign games.  They must still follow all of the standard rules for their faction in game play.

Other Rules

Campaign Administrator
As this is the first time we are running this campaign there may be some growing pains.  As such, the Campaign Administrator reserves the right to make rules changes in order to maintain the fun and fair play of the Campaign.

The rules below are straight from the Journeyman League rules from Privateer Press and apply to this league as well.  The text is copyright Privateer Press and no challenge to the ownership is claimed or implied.

Privateer Press Modeling & Painting Policy
All models used in Privateer Press organized play events must be Privateer Press miniatures from the WARMACHINE or HORDES lines. The miniatures must be fully assembled on the appropriately sized bases for which they were designed.  Non–Privateer Press models,
unassembled miniatures, and inappropriately based models are not permitted.

Models that have not yet been released to the general public at the time of the event are not permitted. The Extreme versions of models are acceptable for use in organized play.
Privateer Press encourages players to have a fully painted force on the table. Games with painted armies are more interesting to watch and generally enhance the experience for everyone.

Model Conversion Rules
Playing with a uniquely individualized and painted force is one of the most rewarding aspects of the hobby. Just as with information disclosure and sportsmanship, players are expected to be unambiguous about model representation. The following rules must be adhered to when using converted models in organized play. These rules are meant not to limit a player’s modeling options but rather to allow creativity without generating an environment that could become confusing during game play. At his discretion, an event organizer can make exceptions to these rules to approve any reasonable conversion.

The Miniature
A converted model must contain a majority of parts from the WARMACHINE or HORDES model for which the rules were written. For example, a Testament of Menoth conversion must be composed mostly of parts from the Testament of Menoth model. The end result of any conversion must be something that is clearly identifiable as the intended miniature and that accurately represents its weapons and equipment as listed in its rules. Any conversions must be clearly pointed out to your opponent before the game to avoid confusion.

Swapping Weapons
On warrior models, converting and swapping weapons is acceptable provided the new weapon is the same type as the weapon replaced (for example, swapping one sword for another). Anything relating to a weapon’s specific rules must be maintained to avoid confusion.
Example: A weapon with Chain Weapon must still be modeled as a chain-style weapon, and a weapon’s length must be considered when converting weapons with Reach.
Weapons on warjack and warbeast models cannot be swapped. Because many ’jacks and beasts utilize the same chassis or torso, the weapons are the most identifiable part of the model from across the table. Converting warjacks and warbeasts is still encouraged, but the aesthetics of the weapons must be maintained. Modifying weapons is also permitted, as long as the end result is easily identifiable as the intended warjack’s or warbeast’s proper weapon.

Basing
Miniatures must be on their appropriately sized WARMACHINE or HORDES bases, but players may add scenic details. The base’s edge must always be considered when doing this, as the base itself is used for all measurements. Although scenic elements may overhang the base’s edge, enough of the edge must remain visible that accurate measuring does not become difficult or impossible.